计算机图形学习题与解答(英文版.第2版)
作者 : (美)ZhiGang Xiang,Roy Plastock
出版日期 : 2002-08-01
ISBN : 7-111-10417-X
定价 : 35.00元
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扩展信息
语种 : 英语
页数 : 347
开本 : 16开
原书名 : Shaum's Outlines Computer Graphics
原出版社:
属性分类: 教材
包含CD :
绝版 : 已绝版
图书简介

Scores of examples and problems allow students to hone their skills.
  Clear explanations of fundamental tasks facilitate students' understanding of important concepts.
  New! Chapters on shading models,shadow,and texture-including the Phong illumination model-explain the latest techniques and tools for achieving photorealism in computer graphics.
  Master the fundamentals of computer graphics with Schaum's -the high-performance study guide. It will help you cut study time,home problem-solving skills,and achieve your personal best on exams!
  Students love Schaum's Outlines because they produce results. Each year,hundreds of thousands of students improve their test scores and final grades with these indispensable study guides.
  Get the edge on your classmates. Use Schaum's!

图书目录

CHAPTER 1 INTRODUCTION
1.1 A Mini-survey
1.2 What's Ahead

CHAPTER 2 IMAGE REPRESENTATION
2.1 The RGB Color Model
2.2 Direct Coding
2.3 Lookup Table
2.4 Display Monitor
2.5 Printer
2.6 Image Files
2.7 Settign the Color Attribute of Pixels
2.8 Example:Visualizing the Mandelbrot Set

CHAPTER 3 SCAN CONVERSION
3.1 Scan-Converting a Point
3.2 Scan-Converting a Line
3.3 Scan-Converting a Circle
3.4 Scan-Converting an Ellipse
3.5 Scan-Converting Arcs and Sectors
3.6 Scan-Converting a Rectangle
3.7 Region Filling
3.8 Scan-Converting a Character
3.9 Anti-Aliasing
3.10 Example:Recursively Defined Drawings

CHAPTER 4 TWO-DIMENSIONAL TRANSFORMATIONS
4.1 Geometric Transformations
4.2 Coordinate Transformations
4.3 Composite Transformations
4.4 Instance Transformations

CHAPTER 5 TWO-DIMENSIONAL VIEWING AND CLIPPING
5.1 Window-to-Viewport Mapping
5.2 Point Clipping
5.3 Line Clipping
5.4 Polygon Clipping
5.5 Example:A 2D Graphics Pipeline

CHAPTER 6 THREE-DIMENSIONAL TRANSFORMATIONS
6.1 Geometric Transformations
6.2 Coordinate Transformations
6.3 Composite Transformations
6.4 Instance Transformations

CHAPTER 7 MATHEMATICS OF PROJECTION
7.1 Taxonomy of Projection
7.2 Perspective Projection
7.3 Parallel Projection

CHAPTER 8 THREE-DIMENSIONAL VIEWING AND CLIPPING
8.1 Three-Dimensional Viewing
8.2 Clipping
8.3 Viewing Transformation
8.4 Example:A 3D Graphics Pipeline

CHAPTER 9 GEOMETRIC REPRESENTATIONS
9.1 Simple Geometric Forms
9.2 Wireframe Models
9.3 Curved Surfaces
9.4 Curve Design
9.5 Polynomial Basis Functions
9.6 The Problem of Interpolation
9.7 The Problem of Approximation
9.8 Curved-Surface Design
9.9 Transforming Curves and Surfaces
9.10 Quadric Surfaces
9.11 Example:Terrain Generation

CHAPTER 10 HIDDEN SURFACES
10.1 Depth Comparisons
10.2 Z-Buffer Algorithm
10.3 Back-Face Removal
10.4 The Painter's Algorithm
10.5 Scan-Line Algorithm
10.6 Subdivision Algorithm
10.7 Hidden-Line Elimination
10.8 The Rendering of Mathematical Surfaces

CHAPTER 11 COLOR AND SHADING MODELS
11.1 Light and Color
11.2 The Phong Model
11.3 Interpolative Shading Methods
11.4 Texture

CHAPTER 12 RAY TRACING
12.1 The Pinhole Camera
12.2 A Recursive Ray-Tracer
12.3 Parametric Vector Representation of a Ray
12.4 Ray-Surface Intersection
12.5 Execution Effciency
12.6 Anti-Aliasing
12.7 Additional Visual Effects

Appendix 1 MATHEMATICS FOR TWO-DIMENSIONAL COMPUTER GRAPHICS
A1.1 The Two-Dimensional Cartesian Coordinate System
A1.2 The Polar Coordinate System
A1.3 Vectors
A1.4 Matrices
A1.5 Functions and Transformations

Appendix 2 MATHEMATICS FOR THREE-DIMENSIONAL COMPUTER GRAPHICS
A2.1 Three-Dimensional Cartesian Coordinates
A2.2 Curves and Surfaces in Three Dimensions
A2.3 Vectors in Three Dimensions
A2.4 Homogeneous Coordinates

ANSWERS TO SUPPLEMENTARY PROBLEMS
INDEX

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